I've always been intrigued with the streamlining and elegant mechanics that hide inherent complexity from the player.
With that in mind, I've been thinking about a creativity exercise, a challenge, if you will.
In short, how would you design an RPG flavored game (typically numbery) if you couldn't use any numbers?
The goal is to remove all the math and fiddly parts. So as a lesser experiment you could use numbers, but not perform any addition, subtraction, multiplication, division, etc. But it is a more interesting thought problem to remove numbers entirely as a starting point.
My own thoughts run something like this:
The numbers almost always represent a graduated scale of some sort. So if you take that away, what is left?
Well, I guess we can still have true or false operations, and comparisons.
I suppose weapon damage could be revamped into damage classes: light, moderate, heavy. And that could compare to armor classes to get a result somehow.
Hit points are gone, and having just alive or dead seems boring. But then I realized that simplifying hit points gives rise to something interesting that is typically too complex to run satisfactorily:
And that is tracking damage to individual parts of characters and monsters, like arms, legs, wings, tail, etc. Each one of these could be a binary status of healthy or damaged and the number of locations are effectively hit points of a sort. All while avoiding numbery operations and yielding more interesting gameplay results at the same time.
Interesting development there.
What else? Since speed and movement points are gone, movement could be abstracted into groups of characters and mobs that indicate relative positions. You are either nearby or far from other entities. If you're near, game bits could be grouped together. A movement action would then be to move away or a different group. a melee fighter wants to be in a group with targets, an archer wants to be away from the group. After all, that's what counting out movement on board spaces attempts to model anyway, why not just deal with the intent directly?
Hmmm...
What are your thoughts?
Replacing numbers with something else that functions just like numbers, like using letters as a substitution cipher is, of course, contrary to the whole point of the exercise. But I don't feel like a true/false status runs afoul of that.
Just because something *could* be represented by numbers (almost everything, really) doesn't mean you're simply swapping them out in any given example.
So it doesn't really feel like true/false is a cop-out in the same way that A=1, B=2, C=3, etc would be. If you're using the resulting categories as comparisons, maybe this is abstracted enough? Whereas class B+class A=class C is certianly just numbers in disguise.
I think it boils down to what makes numbers, numbers for this purpose? I guess you could say it is what you do with them. Addition/subtraction? Numbers. On/off? Not so much.
I like the music example. And yes, I agree that imposing restrictions has a creativity generating effect whether it be music, cooking, art, and even game design.
Put on those thinking caps!